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Ideal Rendition

Level 9 Spells

Conjuration

Tasha's Cauldron of Everything

Blade of Disaster

9-level Conjuration

Casting Time: 1 bonus action
Range/Area: 60ft.
Components: Verbal, Somatic
Duration: Concentration, 1 mintue
Attack/Save: Melee
Damage/Effect: Force
You create a blade-shaped planar rift about 3 feet long in an unoccupied space you can see within range. The blade lasts for the duration. When you cast this spell, you can make up to two melee spell attacks with the blade, each one against a creature, loose object, or structure within 5 feet of the blade. On a hit, the target takes 4d12 force damage. This attack scores a critical hit if the number on the d20 is 18 or higher. On a critical hit, the blade deals an extra 8d12 force damage (for a total of 12d12 force damage).   As a bonus action on your turn, you can move the blade up to 30 feet to an unoccupied space you can see and then make up to two melee spell attacks with it again.   The blade can harmlessly pass through any barrier, including a Wall of Force.
Available for: Sorcerer, Warlock, Wizard

SRD

Gate

9-level Conjuration

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Somatic, Material
Materials: a diamond worth at least 5000 gp
Duration: Concentration, 1 minute
Damage/Effect: Control, Teleportation
You conjure a portal linking an unoccupied space you can see within range to a precise location on a different plane of existence. The portal is a circular opening, which you can make 5 to 20 feet in diameter. You can orient the portal in any direction you choose. The portal lasts for the duration.   The portal has a front and a back on each plane where it appears. Travel through the portal is possible only by moving through its front. Anything that does so is instantly transported to the other plane, appearing in the unoccupied space nearest to the portal.   Deities and other planar rulers can prevent portals created by this spell from opening in their presence or anywhere within their domains.   When you cast this spell, you can speak the name of a specific creature (a pseudonym, title, or nickname doesn't work). If that creature is on a plane other than the one you are on, the portal opens in the named creature's immediate vicinity and draws the creature through it to the nearest unoccupied space on your side of the portal. You gain no special power over the creature, and it is free to act as the GM deems appropriate. It might leave, attack you, or help you.
Available for: Cleric, Sorcerer, Wizard

Deep Magic Volume 2 (p.234)

Unstoppable Moon

9-level Conjuration

Casting Time: 1 action
Range/Area: 120ft.
Components: Verbal, Somatic, Material
Materials: a stone carving of a moon and a pat of butter
Duration: Concentration, 1 minute
Attack/Save: DEX Save
Damage/Effect: Bludgeoning, Radiant
You create a 15-foot-diameter sphere of moonrock that slams down in an unoccupied space you can see within range and lasts for the duration. Each creature within 10 feet of that space when you first create the sphere must make a Dexterity saving throw. On a failed save, a creature takes 5d10 bludgeoning damage and 5d10 radiant damage and is knocked prone. On a successful save, a creature takes half the damage and isn’t knocked prone  As a bonus action, you can move the sphere up to 30 feet. If you ram the sphere into a creature, that creature must make a Dexterity saving throw. On a failed save, the creature takes 2d10 bludgeoning damage and 2d10 radiant damage and is knocked prone. On a successful save, the creature takes half the damage and isn’t knocked prone. The sphere stops moving only if you ram it into a Huge or larger creature, but a creature can be affected by the sphere only once on each of your turns, regardless of how many times you roll the sphere into it.    When you move the sphere, you can direct it to roll over barriers up to 10 feet tall and jump it across pits up to 20 feet wide.
Available for: Cleric, Druid, Sorcerer, Wizard

SRD

Wish

9-level Conjuration

Casting Time: 1 action
Range/Area: Self
Components: Verbal
Duration: Instant
Damage/Effect: Buff, Creation, Healing
Wish is the mightiest spell a mortal creature can cast. By simply speaking aloud, you can alter the very foundations of reality in accord with your desires.   The basic use of this spell is to duplicate any other spell of 8th level or lower. You don't need to meet any requirements in that spell, including costly components. The spell simply takes effect.   Alternatively, you can create one of the following effects of your choice:
  • You create one object of up to 25,000 gp in value that isn't a magic item. The object can be no more than 300 feet in any dimension, and it appears in an unoccupied space you can see on the ground.
  • You allow up to twenty creatures that you can see to regain all hit points, and you end all effects on them described in the greater restoration spell.
  • You grant up to ten creatures that you can see resistance to a damage type you choose.
  • You grant up to ten creatures you can see immunity to a single spell or other magical effect for 8 hours. For instance, you could make yourself and all your companions immune to a lich's life drain attack.
  • You undo a single recent event by forcing a reroll of any roll made within the last round (including your last turn). Reality reshapes itself to accommodate the new result. For example, a wish spell could undo an opponent's successful save, a foe's critical hit, or a friend's failed save. You can force the reroll to be made with advantage or disadvantage, and you can choose whether to use the reroll or the original roll.
You might be able to achieve something beyond the scope of the above examples. State your wish to the GM as precisely as possible. The GM has great latitude in ruling what occurs in such an instance; the greater the wish, the greater the likelihood that something goes wrong. This spell might simply fail, the effect you desire might only be partly achieved, or you might suffer some unforeseen consequence as a result of how you worded the wish. For example, wishing that a villain were dead might propel you forward in time to a period when that villain is no longer alive, effectively removing you from the game. Similarly, wishing for a legendary magic item or artifact might instantly transport you to the presence of the item's current     The stress of casting this spell to produce any effect other than duplicating another spell weakens you. After enduring that stress, each time you cast a spell until you finish a long rest, you take 1d10 necrotic damage per level of that spell. This damage can't be reduced or prevented in any way. In addition, your Strength drops to 3, if it isn't 3 or lower already, for 2d4 days. For each of those days that you spend resting and doing nothing more than light activity, your remaining recovery time decreases by 2 days. Finally, there is a 33 percent chance that you are unable to cast wish ever again if you suffer this stress.
Available for: Sorcerer, Wizard

Enchantment

SRD

Power Word Kill

9-level Enchantment

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal
Duration: Instant
Damage/Effect: Damage, Control
You utter a word of power that can compel one creature you can see within range to die instantly. If the creature you choose has 100 hit points or fewer, it dies. Otherwise, the spell has no effect.
Available for: Bard, Sorcerer, Warlock, Wizard

XGtE

Psychic Scream

9-level Enchantment

Casting Time: 1 action
Range/Area: 90ft.
Components: Somatic
Duration: Instant
Attack/Save: INT Save
Damage/Effect: Psychic
You unleash the power of your mind to blast the intellect of up to ten creatures of your choice that you can see within range. Creatures that have an Intelligence score of 2 or lower are unaffected.   Each target must make an Intelligence saving throw. On a failed save, a target takes 14d6 psychic damage and is stunned. On a successful save, a target takes half as much damage and isn’t stunned. If a target is killed by this damage, its head explodes, assuming it has one.   A stunned target can make an Intelligence saving throw at the end of each of its turns. On a successful save, the stunning effect ends.
Available for: Bard, Sorcerer, Warlock, Wizard

Evocation

SRD

Meteor Swarm

9-level Evocation

Casting Time: 1 action
Range/Area: 1 mile (sphere)
Components: Verbal, Somatic
Duration: Instant
Attack/Save: DEX Save
Damage/Effect: Fire, Bludgeoning
Blazing orbs of fire plummet to the ground at four different points you can see within range. Each creature in a 40-foot-radius sphere centered on each point you choose must make a Dexterity saving throw. The sphere spreads around corners. A creature takes 20d6 fire damage and 20d6 bludgeoning damage on a failed save, or half as much damage on a successful one. A creature in the area of more than one fiery burst is affected only once.   The spell damages objects in the area and ignites flammable objects that aren't being worn or carried.
Available for: Sorcerer, Wizard

Deep Magic Volume 1

Pyroclasm

9-level Evocation

Casting Time: 1 action
Range/Area: 500ft.
Components: Verbal, Somatic, Material
Materials: a shard of obsidian
Duration: Concentration, 1 minute
Attack/Save: DEX Save
Damage/Effect: Fire
You point toward an area of ground or a similar surface within range. A geyser of lava erupts from the chosen spot. The geyser is 5 feet in diameter and 40 feet high. Each creature in the cylinder when it erupts or at the start of your turn takes 10d8 fire damage, or half as much damage if it makes a successful Dexterity saving throw.    The geyser also forms a pool of lava at its base. Initially, the pool is the same size as the geyser, but at the start of each of your turns for the duration, the pool’s radius increases by 5 feet. A creature in the pool of lava (but not in the geyser) at the start of your turn takes 5d8 fire damage. When a creature leaves the pool of lava, its speed is reduced by half and it has disadvantage on Dexterity saving throws, caused by a hardening layer of lava. These penalties last until the creature uses an action to break the hardened stone away from itself.    If you maintain concentration on pyroclasm for a full minute, the lava geyser and pool harden into permanent, nonmagical stone. A creature in either area when the stone hardens is restrained until the stone is broken away.
Available for: Sorcerer, Warlock, Wizard

Transmutation

XGtE

Mass Polymorph

9-level Transmutation

Casting Time: 1 action
Range/Area: 120ft.
Components: Verbal, Somatic, Material
Materials: a caterpillar cocoon
Duration: Concentration, 1 hour
Attack/Save: WIS Save
Damage/Effect: Control, Shapechanging
You transform up to ten creatures of your choice that you can see within range. An unwilling target must succeed on a Wisdom saving throw to resist the transformation. An unwilling shapechanger automatically succeeds on the save.   Each target assumes a beast form of your choice, and you can choose the same form or different ones for each target. The new form can be any beast you have seen whose challenge rating is equal to or less than the target’s (or half the target’s level, if the target doesn’t have a challenge rating). The target’s game statistics, including mental ability scores, are replaced by the statistics of the chosen beast, but the target retains its hit points, alignment, and personality.   Each target gains a number of temporary hit points equal to the hit points of its new form. These temporary hit points can’t be replaced by temporary hit points from another source. A target reverts to its normal form when it has no more temporary hit points or it dies. If the spell ends before then, the creature loses all its temporary hit points and reverts to its normal form.   The creature is limited in the actions it can perform by the nature of its new form. It can’t speak, cast spells, or do anything else that requires hands or speech.   The target’s gear melds into the new form. The target can’t activate, use, wield, or otherwise benefit from any of its equipment.
Available for: Bard, Sorcerer, Wizard

SRD

Time Stop

9-level Transmutation

Casting Time: 1 action
Range/Area: Self
Components: Verbal
Duration: Instant
Damage/Effect: Control
You briefly stop the flow of time for everyone but yourself. No time passes for other creatures, while you take 1d4 + 1 turns in a row, during which you can use actions and move as normal.   This spell ends if one of the actions you use during this period, or any effects that you create during this period, affects a creature other than you or an object being worn or carried by someone other than you. In addition, the spell ends if you move to a place more than 1,000 feet from the location where you cast it.
Available for: Sorcerer, Wizard

Specialized

Chaos Magic

Deep Magic Volume 1

Unshackled Magic

9-level Enchantment

Casting Time: 1 action
Range/Area: 120ft.
Components: Verbal, Somatic
Duration: Concentration, 1 minute
Attack/Save: CHA Save
Damage/Effect: Debuff
You designate a creature within range that has the Spellcasting or Innate Spellcasting special trait and imbue it with wild magic, causing it to lose control of its magical ability. If the target gets a failure on a Charisma saving throw, then on its next turn, it rolls randomly to select one of its available spells. The target then spontaneously casts that spell as an action. If the spell can be cast using a spell slot higher than its level, roll randomly to determine what slot is used to cast the spell. The target still determines factors such as the location of the spell’s area or which creatures it affects, as normal, but it is compelled to cast that particular spell at that particular time. Each round while this spell remains in effect, the target makes another Charisma saving throw. On a successful save, it can act normally in that round, but the unshackled magic spell does not end.
Available for: Sorcerer, Wizard with Chaos Specialization

Dark Magic

Deep Magic Volume 1

Black Hole

9-level Conjuration

Casting Time: 1 action
Range/Area: 120ft.
Components: Verbal, Somatic
Duration: Concentration, 1 minute
Attack/Save: STR Save
Damage/Effect: Force
You create a tiny black hole at a point you can see within range. The black hole is a sphere with a 15-foot radius. All fires and flames within 40 feet of the black hole—magical or otherwise—are instantly extinguished. Each creature within 40 feet of the black hole when it appears must make a Strength saving throw. On a failed save, the creature takes 20d6 force damage and is pulled to within 5 feet of the black hole. On a successful save, the creature takes half as much damage and is knocked prone but isn’t pulled toward the black hole. A creature that’s within 5 feet of the black hole at the start of its turn must make a successful Strength saving throw or take 8d6 force damage and have its speed reduced to 0 until the start of its next turn. A creature that’s within 40 feet of the black hole (but not within 5 feet of it) at the end of its turn takes 2d6 cold damage. A creature reduced to 0 hit points while within 5 feet of the black hole dies immediately.
Available for: Sorcerer, Wizard with Dark Specialization

Illumination Magic

Deep Magic Volume 1

Star's Heart

9-level Transmutation

Casting Time: 1 action
Range/Area: 50ft.
Components: Verbal, Somatic, Material
Materials: an ioun stone
Duration: 1 minute
Attack/Save: STR Save
Damage/Effect: Bludgeoning
This spell increases gravity tenfold in a 50-foot radius centered on you. Each creature in the area other than you drops whatever it’s holding, falls prone, becomes incapacitated, and can’t move. If a solid object (such as the ground) is encountered when a flying or levitating creature falls, the creature takes three times the normal falling damage. Any creature except you that enters the area or starts its turn there must make a successful Strength saving throw or fall prone and become incapacitated and unable to move. A creature that starts its turn prone and incapacitated makes a Strength saving throw. On a failed save, the creature takes 8d6 bludgeoning damage; on a successful save, it takes 4d6 bludgeoning damage, it’s no longer incapacitated, and it can move at half speed. All ranged weapon attacks inside the area have a normal range of 5 feet and a maximum range of 10 feet. The same applies to spells that create missiles that have mass, such as flaming sphere. A creature under the influence of a Freedom of Movement spell or comparable magic has advantage on the Strength saving throws required by this spell, and its speed isn’t reduced once it recovers from being incapacitated.
Available for: Sorcerer, Wizard with Illumination Specialization

Labyrinth Magic

Deep Magic Volume 1

Greater Maze

9-level Conjuration

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Somatic
Duration: Concentration, 10 minutes
Attack/Save: DEX Save
Damage/Effect: Psychic
This spell functions as maze, but the target must make a Dexterity saving throw each time it starts its turn in the maze. The target takes 4d6 psychic damage on a failed save, or half as much damage on a success. Escaping this maze is especially difficult. To do so, the target must use an action to make a DC 20 Intelligence check. It escapes when it makes its second successful check.
Available for: Sorcerer, Wizard with Labyrinth Specialization

Ring Magic

Deep Magic Volume 1

Circle of Destruction

9-level Evocation

Casting Time: 1 action
Range/Area: 1 mile
Components: Verbal, Somatic, Material
Materials: a metal ring
Duration: Concentration, 1 minute
Damage/Effect: Cold, Fire, Lightning, Necrotic, or Radiant
You create a 10-foot-tall, 20-foot-radius cylinder of destructive energy around a point you can see within range. The area is difficult terrain. When you cast the spell and as a bonus action on each of your turns, you can choose one of the following damage types: cold, fire, lightning, necrotic, or radiant. Each creature or object that is inside the cylinder when it’s created or ends its turn inside the cylinder takes 6d6 damage of the chosen type, or half the damage with a successful Constitution saving throw. A creature or object dropped to 0 hit points by the spell is reduced to fine ash. The cylinder’s radius expands by 20 feet at the start of each of your turns after the spell is cast. Any creatures or objects enveloped in the enlarged area are subject to its effects immediately.
Available for: Sorcerer, Warlock, Wizard with Ring Specialization

Shadow Magic

Deep Magic Volume 1

Umbral Storm

9-level Necromancy

Casting Time: 1 action
Range/Area: 120ft.
Components: Verbal, Somatic
Duration: Concentration, 1 minute
Attack/Save: CON Save
Damage/Effect: Necrotic
You create a channel to a region of the Plane of Shadow that is inimical to life and order. A storm of dark, raging entropy fills a 20-foot-radius sphere centered on a point you can see within range. Any creature that starts its turn in the storm or enters it for the first time on its turn takes 6d8 necrotic damage and gains one level of exhaustion; a successful Constitution saving throw halves the damage and prevents the exhaustion. You can use a bonus action on your turn to move the area of the storm 30 feet in any direction.
Available for: Sorcerer, Warlock, Wizard with Shadow Specialization

Temporal Magic

Deep Magic Volume 1

Time in a Bottle

9-level Transmutation

Casting Time: 1 action
Range/Area: Sight
Components: Verbal
Duration: Concentration, 1 minute
Damage/Effect: Control
You designate a spot within your sight. Time comes under your control in a 20-foot radius centered on that spot. You can freeze it, reverse it, or move it forward by as much as 1 minute as long as you maintain concentration. Nothing and no one, yourself included, can enter the field or affect what happens inside it. You can choose to end the effect at any moment as an action on your turn.
Available for: Bard, Cleric, Sorcerer, Wizard with Temporal Specialization

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